Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
There is a Designer
The Designer Creates an Experience
The Experience Takes place in a Venue
The Experience Rises out of a Game
The Game Consists of Elements
The Elements Support a Theme
The Game Begins with an Idea
The Game Improves through Iteration
The Game is Made for a Player
The Experience Is in the Player's Mind
The Player's Mind Is Driven by the Player's Motivation
Some Elements are Game Mechanics
Look at the lenses here:
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My name is Memige Den Adel and I am currently serving as the Lead Engineer at Hyperkinetic Studios is Culver City CA. I have been working professionally in the games industry since 2007 and have worked in small, medium and large companies, everything from a two man garage group to working for Sony Corp. The titles I have worked on include the 2008 release of The Incredible Hulk, PlayStation (R) Home (PS3), Sony Pictures' Crackle VOD Service, Forsaken Planet, FlusterCluck, DojoQuest, Back To Bed, SkyViper - SkyCam, Standard Chartered's Singapore Racing, and I am currently working on Epic Tavern.
I have been an avid gamer of all types and genres for most of my life, with tabletop role playing and tactile board games still being common place in my life. I enjoy game design to the point that I even do it as a recreational hobby when I am not working. I have a folder of about 16 game concepts that I rotate between as interest waxes and wanes, with my largest project being a tabletop role playing game which I have been developing for longer than my professional career, which has over two thousand pages of documentation, and has been used in 8 separate rp campaigns by as many different groups of players. It is my design baby, and while it has long passed the good enough point where I could have shipped it, it is my guilty pleasure, and I keep refining it and adding more scope to it with each test run :) I grew up on a farm in southern Iowa, raising chickens, ducks, and turkeys, I didn’t get my first computer until I was 16, but fell in love with the power of the technology immediately. I consider myself an artist at heart, and the ability of the computer to let my create an interactive entity to entertain, move, and thrill others was intoxicating. I started off writing mods for the original StarCraft, and then moved into programming via Q-Basic when I decided I needed more powerful tools. This eventually led me to procuring a Bachelor of Science in Game Design and Development from Full Sail University. From there I got hired on at Edge of Reality and made a name for myself through intense team building while not letting my workload slip. I started a mini convenience store in my cubicle to help my coworkers cover the essentials during crunch time. Everything from coffee and snacks, to Tylenol, toothpaste, and bedding for those that needed to crash for a couple hours in the break room. Then came the crash of 2008. The project had just ended, the studio downsized over half of their workforce, including all the new hires. Midway had gone under just days prior, dumping literally hundreds of senior level devs out into the job market, making it all but impossible to find an entry to mid level position. So instead I worked for a while at a WingStop. The limited hours meant I had time to keep programming on the side and it’s hard to argue with free wings. Eventually I caught the eye of Sony who asked me to make a game in one week in an engine I had never heard of in a language which is typically reserved purely for scripting and data storage. I delivered and discovered I was the second applicant in the history of that test that had successfully done so. Thus I was hired into Sony where I worked for a little over 5 years.
In that time a friend of mine who had been my supervisor at Edge of Reality, and a senior coworker at Sony had started his own company nearby. When I first left Sony I first operated as a contractor and did some work for a variety of companies, including my friend’s company, Hyperkinetic. Eventually they decided to branch out of work-for-hire contracts and start up their own internal games division, and tapped my to take the helm as Lead Engineer. I currently oversee 4 engineers ranging from our student apprentice, to a guy who easily outclasses me and could have competently done the job of Lead himself, but is content to be the NCO and provide guidance as I need it. Thats pretty much it for now. There is of course much more to me, and people are welcome to talk to me to get more details about any of this :)